Separated walk AI from demon/patron reactions.

This commit is contained in:
shakurass 2014-04-27 11:02:42 -06:00
commit 1be47add34
11 changed files with 464 additions and 886 deletions

View file

@ -3,28 +3,6 @@ using System.Collections;
public class Patron : MonoBehaviour {
public GameObject[] destinations;
public int currentDestIndex = 0;
public Material evilMat;
public Material neutralMat;
private NavMeshAgent nva;
void Awake() {
nva = GetComponent<NavMeshAgent>();
nva.updateRotation = false;
nva.SetDestination(destinations[currentDestIndex].transform.position);
}
public void NextDest() {
if(currentDestIndex + 1 < destinations.Length)
++currentDestIndex;
else
currentDestIndex = 0;
nva.SetDestination(destinations[currentDestIndex].transform.position);
}
void OnTriggerEnter(Collider other) {
//Instantiate(explosion, transform.position, transform.rotation);
@ -33,14 +11,5 @@ public class Patron : MonoBehaviour {
//Instantiate (playerExplosion, other.transform.position, other.transform.rotation);
Destroy(gameObject);
}
if (other.tag == "VVAura") {
renderer.material = evilMat;
}
// gameController.AddScore (scoreValue);
//
// Destroy (other.gameObject);
// Destroy (gameObject);
}
}